English CS2D Bug Reports

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04.11.19 01:14:15 am
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DC
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@user Hajt: There's a system in the game that ensures that clients shoot with a sane fire rate to block hacks which increase the fire rate. If that system detects a too high fire rate it buffers the shots and fires them later using a valid fire rate. Lag compensation settings do not affect this system.

Apparently the fire rate which is used to to fire buffered shots is wrong (way too low) in this case for some reason. Need to check what's going on there. Thanks for the nice videos which show the problem very clearly.

Luckily the original fire rate doesn't seem to be throttled by the system.

btw: Shot buffering isn't caused by high pings (as long as they are constantly high) but by ping or FPS jitter (quickly changing latency and/or ping), micro lags or packet loss.
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04.11.19 10:16:57 am
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SlimPT
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@user DC: How about the hitreg? After the 50 to 60fps update the hitreg is broken (with LC 0). You can shoot many bullets and the player doesn't die (and no I'm not lagging).
"Nothing to fear and nothing to doubt."
04.11.19 10:33:56 am
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Quattro
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Maybe that system isn't compatible with different FPS and works slower than intended, same as timers from old scripts. The higher the FPS, the faster time goes.

Offtopic:
If it was me, I would archive all half-baked code made by SQ, revert back to last stable CS2D build from 2013 and slowly add useful fixes from new version
04.11.19 08:33:01 pm
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DC
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Well, yes, apparently A LOT of stuff has been broken HORRIBLY with the 50 to 60 FPS change and related refactoring.

I always insisted to stay at 50 FPS because I knew that everything would explode but in the end I was convinced to change it anyway. It was my mistake to accept this devastating change. Sorry guys.

user SQ just told me that he found out that lag compensation is entirely broken on dedicated servers and yes, it is related to the 50 to 60 FPS change. Luckily it should be easy to fix.

@user SlimPT: I have no explanation for this. Makes no sense to me. Lag compensation does nothing when disabled. Direct player positions are used. Dead simple checks. How high is your ping? CS2D is programmed in a way that clients don't see how hard they actually lag (movement is not visibly affected by lag and high latency)

@user Hajt: I found the reason for the issue. Buffered shots were delayed by up to 1 additional second. Not sure if this was also caused by refactoring or if that bug always existed. But it's fixed for the next update √
edited 3×, last 04.11.19 11:50:55 pm
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04.11.19 11:59:36 pm
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Hajt
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Good message! Thanks for taking the time to find a bug in code:)
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05.11.19 01:57:11 am
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FishyFinThing
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Last time I checked, there a hook called projectile_impact. But when I tried to add a function to the hook, I got an error:

Code:
1
LUA ERROR: Cannot add 'hook_projectile_impact' to hook 'projectile_impact' (hook does not exist)!


I want to create a custom grenade by freeing a grenade before it explode and called a function after it. Is there any way I can use that hook or something else without letting the grenade explode when it hit the ground?
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05.11.19 02:41:31 am
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Goo
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@user FishyFinThing:


user DC has written:
@user Goo: Will add cs2d lua hook projectile_impact to v 1.0.1.0


Link
05.11.19 06:38:12 pm
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mrc
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user DC has written:
@user mrc: What? This sounds horrible. I have never seen such things and can't think of a reason why this might happen. A way to reproduce these issues would be required in order to find the reason / a way to fix it.

I'll show u asap. At least 2 of them I can reproduce. √
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05.11.19 07:33:38 pm
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SlimPT
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user DC has written:
Well, yes, apparently A LOT of stuff has been broken HORRIBLY with the 50 to 60 FPS change and related refactoring.

I always insisted to stay at 50 FPS because I knew that everything would explode but in the end I was convinced to change it anyway. It was my mistake to accept this devastating change. Sorry guys.


No need to say sorry, the 50 to 60fps change was necessary (and mabye even more like 144/240fps). With a beta version is possible to prevent all this bugs happen in the last build version.


user DC has written:
@user SlimPT: I have no explanation for this. Makes no sense to me. Lag compensation does nothing when disabled. Direct player positions are used. Dead simple checks. How high is your ping? CS2D is programmed in a way that clients don't see how hard they actually lag (movement is not visibly affected by lag and high latency)


Is not about the LC, is about the hitreg. Most of the time I got 40-50 ping or even lower which is okay. Not sure if is related to the fps thing but looks like is not registing well, user SQ could test to be sure is not broken.
"Nothing to fear and nothing to doubt."
05.11.19 07:55:35 pm
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DC
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The game would be entirely unplayable if the hit reg in general was broken. So I doubt it but sure, user SQ might have broken something there as well

You are right. Good that we have 60 FPS now! That everything else doesn't work anymore isn't a big problem at all! 60 FPS! Hooray! SO important!

No seriously: Would need more information. In best case a way to reproduce the issues you are t talking about.
edited 1×, last 05.11.19 08:30:33 pm
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05.11.19 08:39:01 pm
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Goo
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@user DC: I'm actually expecting you to increase the frame cap to unlimited at some point.

Just make the code less reliant on the frame rate instead of making it rely on 60 FPS. #FutureProofing
05.11.19 08:44:04 pm
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SlimPT
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@user DC: Just make cs2d run with only 25fps then .

I'll try to reproduce the bug.
"Nothing to fear and nothing to doubt."
05.11.19 09:26:42 pm
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DC
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@user Goo: Then better lower your expectations as this won't happen. Sorry sir

Most stuff is of course frame independent by now but there are a few things which would still cause issues and I'm not willing to invest time working on that stuff as an increased or unlimited cap is absolutely not required.

I prefer working on stuff which is either more fun or more important.
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06.11.19 11:14:15 am
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Quattro
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http://www.cs2d.com/help.php?luacmd=removeallbinds#cmd

removeallbinds()
and
removebind(bind)

do not exist
06.11.19 11:44:20 am
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SQ
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I'll take into the issues when I have time.

Jump from 50 to 60 fps also fixed a lot of issues we didn't knew about. Like grenade, projectiles, particles speed, player animations, and movement depended on frame rate. A LOT of that code relied on frame rate and caused many failures when having low frame rate.

For example if you had 25 fps, smoke grenade took twice as long to disappear, grenades were flying in slow motion and so on. Basically if you had crappy FPS, it would get even lower due to particles staying longer.
06.11.19 07:22:24 pm
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DC
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@user Quattro: I simply add new commands to the online reference as soon as they are implemented.
Will work with next release.
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06.11.19 07:41:59 pm
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LiME1516
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> Physics:
1. Players go sideways , and shoot in one place and fall in another.
2. Cars are very buggy, the screen twitches to different points on the map. Sitting in a car can sometimes die.
3. Bots .. They quickly run from side to side and cannot go anywhere.
4. Flags that are close to the wall are not displayed.
5. You can walk on the barricades.. what, how??

> Map Editor:
6. NPCs appear looking up, although in the Env_NPC itself the rotation is indicated. (in Game)
7. When you export the map, and then during this process you exit to the desktop. Mapexport spoils leaving black spaces.
8. When you create a new map, select x64 tiles, they are loaded as x32, then you have to set x64 again yourself.
9. At zero coordinates (Down or Right), when the wall is standing and near it is ground. Ground has no shadow.

> Server:
10. When 2 people connect to the server at the same time (When downloading files by the first player), only 1 of them downloads files.
11. Force lighting - Throws players out of the server after a period of time. Players have ping 20k and they go out without warning that the player has left.
12. Description of the map when it was changed is not replaced. When a player re-enters the server. (He has an old description)

> Game:
13. NPCs are too dumb, at least make them go around the obstacles on the way to the player.
14. Sometimes an NPC can hit a player at a distance of ~5 meters or he can deliver a few hits very quickly.
15. A flashlight shines through the wall of another wall. It doesn’t look very pretty.
16. Sometimes it happens this: A player shoots, stops shooting, but then a few single shots fly upwards, on their own, and cause damage. While nothing happens to the shooter, he shoots up to other players..

∗ (13.11.2019)
17. Grenades do not display correctly in the fog of war. (Throw a smoke grenade, then a molotov cocktail)
18. mp_deathdrop 4 does not remove the chainsaw

All bugs are repeatedly checked (Perhaps some bugs only work in a dedicated server.). I play a lot of CS2D, I know what I'm writing. I hope you do not ignore my reply, and at least fix a part of bugs in the next updates.
edited 2×, last 13.11.19 08:51:23 pm
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06.11.19 10:03:40 pm
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Quattro
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Immediately after new update my stuff crashed
IMG:https://i.imgur.com/qVgBK4A.jpg


Edit: tried removing that bind. I figured out binds don't work at all now
06.11.19 10:27:08 pm
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DC
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Will check, thanks for reporting √
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06.11.19 11:39:41 pm
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mrc
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1. MVP by defusing the bomb displaying the wrong player (maybe for other MVP things too)

2. If the Host equip himself with Flashbangs via console (equip 1 52), the second Flashbang will be invisible in his hands for the clients (http://prntscr.com/ptgh33.) It's not a critical bug.

3. It's hard to explain, the footstep effect is in wrong position (http://prntscr.com/ptgn05.)

How to reproduce:
- Use two clients
- With Player 1 walkover a Water (probably with Snow and others too) and watch the effect with Player 2
- With Player 1 stay where you are (no walking) and walk with Player 2 (the effect will follow Player 2).

I hope you understand.
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